public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numbVertices, int startIndex, int primitiveCount)
        {
            if (minVertexIndex > 0 || baseVertex > 0)
            {
                throw new NotImplementedException("baseVertex > 0 and minVertexIndex > 0 are not supported");
            }

            var vd = VertexDeclaration.FromType(_vertexBuffer._type);

            // Hmm, can the pointer here be changed with baseVertex?
            VertexDeclaration.PrepareForUse(vd, IntPtr.Zero);

            GL.DrawElements(PrimitiveTypeGL11(primitiveType), _indexBuffer._count, All.UnsignedShort, new IntPtr(startIndex));
        }
Exemplo n.º 2
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        public void DrawUserPrimitives <T> (PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
        {
            // we need to reset vertex states afterwards
            resetVertexStates = true;

            // Set up our Graphics States
            SetGraphicsStates();

            // Unbind the VBOs
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

            //Create VBO if not created already
            if (VboIdArray == 0)
            {
                GL.GenBuffers(1, out VboIdArray);
            }

            // Bind the VBO
            GL.BindBuffer(BufferTarget.ArrayBuffer, VboIdArray);
            ////Clear previous data
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);

            //Get VertexDeclaration
            //var vd = VertexDeclaration.FromType(typeof(T));

            //Pin data
            var handle = GCHandle.Alloc(vertexData, GCHandleType.Pinned);

            //Buffer data to VBO; This should use stream when we move to ES2.0
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertexDeclaration.VertexStride * GetElementCountArray(primitiveType, primitiveCount)), vertexData, BufferUsageHint.DynamicDraw);

            //Setup VertexDeclaration
            VertexDeclaration.PrepareForUse(vertexDeclaration);

            //Draw
            GL.DrawArrays(PrimitiveTypeGL11(primitiveType), vertexOffset, GetElementCountArray(primitiveType, primitiveCount));

            // Free resources
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            handle.Free();

            // Unset our Graphics States
            UnsetGraphicsStates();
        }
Exemplo n.º 3
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        public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int vertexCount, int[] indexData, int indexOffset, int primitiveCount) where T : IVertexType
        {
            // Unbind the VBOs
            GL.BindBuffer(All.ArrayBuffer, 0);
            GL.BindBuffer(All.ElementArrayBuffer, 0);

            var vd = VertexDeclaration.FromType(typeof(T));

            IntPtr arrayStart = GCHandle.Alloc(vertexData, GCHandleType.Pinned).AddrOfPinnedObject();

            if (vertexOffset > 0)
                arrayStart = new IntPtr(arrayStart.ToInt32() + (vertexOffset * vd.VertexStride));

            VertexDeclaration.PrepareForUse(vd, arrayStart);

            GL.DrawArrays(PrimitiveTypeGL11(primitiveType), vertexOffset, getElementCountArray(primitiveType, primitiveCount));
        }
Exemplo n.º 4
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        public void DrawUserIndexedPrimitives <T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int vertexCount, short[] indexData, int indexOffset, int primitiveCount) where T : struct
        {
            // TODO: This needs testing!

            if (indexOffset > 0 || vertexOffset > 0)
            {
                throw new NotImplementedException("vertexOffset and indexOffset is not yet supported.");
            }

            // Unload the VBOs
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

            var vd = VertexDeclaration.FromType(typeof(T));

            VertexDeclaration.PrepareForUse(vd);

            GL.DrawElements(PrimitiveTypeGL11(primitiveType), vertexCount, DrawElementsType.UnsignedShort, indexData);
        }
Exemplo n.º 5
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        public void DrawUserPrimitives <T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount) where T : struct//, IVertexType GG TODO
        {
            // Unbind the VBOs
            // GG TODO do we need this?
            //GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            //GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

            var vd = VertexDeclaration.FromType(typeof(T));

            IntPtr arrayStart = GCHandle.Alloc(vertexData, GCHandleType.Pinned).AddrOfPinnedObject();

            if (vertexOffset > 0)
            {
                arrayStart = new IntPtr(arrayStart.ToInt32() + (vertexOffset * vd.VertexStride));
            }

            VertexDeclaration.PrepareForUse(vd, arrayStart);

            GL.DrawArrays(PrimitiveTypeGL(primitiveType), vertexOffset, getElementCountArray(primitiveType, primitiveCount));
        }
Exemplo n.º 6
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        public void DrawUserPrimitives <T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount) where T : struct, IVertexType
        {
            // Unbind the VBOs
            GL.BindBuffer(All.ArrayBuffer, 0);
            GL.BindBuffer(All.ElementArrayBuffer, 0);

            //Create VBO if not created already
            if (VboIdArray == 0)
            {
                GL.GenBuffers(1, ref VboIdArray);
            }

            // Bind the VBO
            GL.BindBuffer(All.ArrayBuffer, VboIdArray);
            ////Clear previous data
            GL.BufferData(All.ArrayBuffer, (IntPtr)0, (IntPtr)null, All.DynamicDraw);

            //Get VertexDeclaration
            var vd = VertexDeclaration.FromType(typeof(T));

            //Pin data
            var handle = GCHandle.Alloc(vertexData, GCHandleType.Pinned);

            //Buffer data to VBO; This should use stream when we move to ES2.0
            GL.BufferData(All.ArrayBuffer, (IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount)), vertexData, All.DynamicDraw);

            //Setup VertexDeclaration
            VertexDeclaration.PrepareForUse(vd);

            //Draw
            GL.DrawArrays(PrimitiveTypeGL11(primitiveType), vertexOffset, GetElementCountArray(primitiveType, primitiveCount));


            // Free resources
            GL.BindBuffer(All.ArrayBuffer, 0);
            GL.BindBuffer(All.ElementArrayBuffer, 0);
            handle.Free();
        }
Exemplo n.º 7
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        public void DrawUserIndexedPrimitives <T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int vertexCount, short[] indexData, int indexOffset, int primitiveCount) where T : struct, IVertexType
        {
            // we need to reset vertex states afterwards
            resetVertexStates = true;

            // Set up our Graphics States
            SetGraphicsStates();

            // Unbind the VBOs
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

            //Create VBO if not created already
            if (VboIdArray == 0)
            {
                GL.GenBuffers(1, out VboIdArray);
            }
            if (VboIdElement == 0)
            {
                GL.GenBuffers(1, out VboIdElement);
            }

            // Bind the VBO
            GL.BindBuffer(BufferTarget.ArrayBuffer, VboIdArray);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, VboIdElement);
            ////Clear previous data
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);

            //Get VertexDeclaration
            var vd = VertexDeclaration.FromType(typeof(T));

            //Pin data
            var handle  = GCHandle.Alloc(vertexData, GCHandleType.Pinned);
            var handle2 = GCHandle.Alloc(vertexData, GCHandleType.Pinned);

            //Buffer data to VBO; This should use stream when we move to ES2.0
//			int vds = vd.VertexStride;
//			int ec = GetElementCountArray(primitiveType, primitiveCount);
//			int sec = vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount);
//			IntPtr ip = (IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount));
//			IntPtr ip2 = new IntPtr(handle.AddrOfPinnedObject().ToInt64() + (vertexOffset * vd.VertexStride));

            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount)),
                          new IntPtr(handle.AddrOfPinnedObject().ToInt64() + (vertexOffset * vd.VertexStride)), BufferUsageHint.DynamicDraw);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(sizeof(ushort) * GetElementCountArray(primitiveType, primitiveCount)), indexData, BufferUsageHint.DynamicDraw);

            //Setup VertexDeclaration
            VertexDeclaration.PrepareForUse(vd);

            //Draw
            GL.DrawElements(PrimitiveTypeGL11(primitiveType), GetElementCountArray(primitiveType, primitiveCount), DrawElementsType.UnsignedShort, (IntPtr)(indexOffset * sizeof(ushort)));


            // Free resources
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            handle.Free();
            handle2.Free();

            // Unset our Graphics States
            UnsetGraphicsStates();
        }
Exemplo n.º 8
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        public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numbVertices, int startIndex, int primitiveCount)
        {
            if (minVertexIndex > 0 || baseVertex > 0)
            {
                throw new NotImplementedException("baseVertex > 0 and minVertexIndex > 0 are not supported");
            }

            // we need to reset vertex states afterwards
            resetVertexStates = true;

            // Set up our Graphics States
            SetGraphicsStates();

            // Unbind the VBOs
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

            //Create VBO if not created already
            if (VboIdArray == 0)
            {
                GL.GenBuffers(1, out VboIdArray);
            }
            if (VboIdElement == 0)
            {
                GL.GenBuffers(1, out VboIdElement);
            }

            // Bind the VBO
            GL.BindBuffer(BufferTarget.ArrayBuffer, VboIdArray);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, VboIdElement);
            ////Clear previous data
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);

            //Get VertexDeclaration
            var vd = _vertexBuffer.VertexDeclaration;

            if (vd == null)
            {
                vd = VertexDeclaration.FromType(_vertexBuffer._type);
            }

            //Pin data
            var handle  = GCHandle.Alloc(_vertexBuffer, GCHandleType.Pinned);
            var handle2 = GCHandle.Alloc(_vertexBuffer, GCHandleType.Pinned);

            //Buffer data to VBO; This should use stream when we move to ES2.0
            GL.BufferData(BufferTarget.ArrayBuffer,
                          (IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount)),
                          _vertexBuffer._bufferPtr,
                          BufferUsageHint.DynamicDraw);

            GL.BufferData(BufferTarget.ElementArrayBuffer,
                          (IntPtr)(sizeof(ushort) * GetElementCountArray(primitiveType, primitiveCount)),
                          _indexBuffer._bufferPtr,
                          BufferUsageHint.DynamicDraw);

            //Setup VertexDeclaration
            VertexDeclaration.PrepareForUse(vd);

            //Draw
            GL.DrawElements(PrimitiveTypeGL11(primitiveType),
                            GetElementCountArray(primitiveType, primitiveCount),
                            DrawElementsType.UnsignedShort,
                            (IntPtr)(startIndex * sizeof(ushort)));


            // Free resources
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            handle.Free();
            handle2.Free();

            UnsetGraphicsStates();
        }